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@@ -1,342 +1,342 @@
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THREE.Ocean = function (renderer, camera, scene, options) {
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- // flag used to trigger parameter changes
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- this.changed = true;
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- this.initial = true;
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-
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- // Assign required parameters as object properties
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- this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
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- this.oceanCamera.position.z = 1;
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- this.renderer = renderer;
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- this.renderer.clearColor(new THREE.Color(1.0, 1.0, 1.0, 1.0));
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-
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- this.scene = new THREE.Scene();
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+ // flag used to trigger parameter changes
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+ this.changed = true;
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+ this.initial = true;
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+
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+ // Assign required parameters as object properties
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+ this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
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+ this.oceanCamera.position.z = 1;
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+ this.renderer = renderer;
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+ this.renderer.clearColor(new THREE.Color(1.0, 1.0, 1.0, 1.0));
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+
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+ this.scene = new THREE.Scene();
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- // Initialise helper objects
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- this.helpers();
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+ // Initialise helper objects
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+ this.helpers();
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- //this.fullscreenVertexBuffer = this.renderer.context.createBuffer();
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-
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- // Enable necessary extensions
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- this.renderer.context.getExtension('OES_texture_float');
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- this.renderer.context.getExtension('OES_texture_float_linear');
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-
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- // Assign optional parameters as variables and object properties
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- function optionalParameter(value, defaultValue) {
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- return value !== undefined ? value : defaultValue;
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- };
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- options = options || {};
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- this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
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- this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
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- this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
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- this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
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- this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
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- this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
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- this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
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- this.exposure = optionalParameter(options.EXPOSURE, 0.35);
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- this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
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- this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
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- this.resolution = optionalParameter(options.RESOLUTION, 64);
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- this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
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- this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
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- this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
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- this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
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- this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
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-
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- //
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- this.matrixNeedsUpdate = false;
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-
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- // Setup framebuffer pipeline
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- var LinearClampParams = {
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- minFilter: THREE.LinearFilter,
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- magFilter: THREE.LinearFilter,
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- wrapS: THREE.ClampToEdgeWrapping,
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- wrapT: THREE.ClampToEdgeWrapping,
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- format: THREE.RGBAFormat,
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- stencilBuffer: false,
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- depthBuffer: false,
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- premultiplyAlpha: false,
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- type: THREE.FloatType
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- };
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- var NearestClampParams = {
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- minFilter: THREE.NearestFilter,
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- magFilter: THREE.NearestFilter,
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- wrapS: THREE.ClampToEdgeWrapping,
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- wrapT: THREE.ClampToEdgeWrapping,
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- format: THREE.RGBAFormat,
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- stencilBuffer: false,
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- depthBuffer: false,
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- premultiplyAlpha:false,
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- type: THREE.FloatType
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- };
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- var NearestRepeatParams = {
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- minFilter: THREE.NearestFilter,
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- magFilter: THREE.NearestFilter,
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- wrapS: THREE.RepeatWrapping,
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- wrapT: THREE.RepeatWrapping,
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- format: THREE.RGBAFormat,
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- stencilBuffer: false,
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- depthBuffer: false,
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- premultiplyAlpha: false,
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- type: THREE.FloatType
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- };
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- this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
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- this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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- this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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- this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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- this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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- this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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- this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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- this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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-
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- // Define shaders and constant uniforms
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- ////////////////////////////////////////
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-
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- // 0 - The vertex shader used in all of the simulation steps
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- var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
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-
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- // 1 - Horizontal wave vertices used for FFT
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- var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
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- var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
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- this.materialOceanHorizontal = new THREE.ShaderMaterial({
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- uniforms: oceanHorizontalUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
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- });
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- this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
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- this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
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- this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
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- this.materialOceanHorizontal.depthTest = false;
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-
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- // 2 - Vertical wave vertices used for FFT
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- var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
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- var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
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- this.materialOceanVertical = new THREE.ShaderMaterial({
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- uniforms: oceanVerticalUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader: oceanVerticalShader.fragmentShader
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- });
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- this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
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- this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
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- this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
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- this.materialOceanVertical.depthTest = false;
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-
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- // 3 - Initial spectrum used to generate height map
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- var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
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- var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
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- this.materialInitialSpectrum = new THREE.ShaderMaterial({
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- uniforms: initialSpectrumUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader:initialSpectrumShader.fragmentShader
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- });
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- this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: null };
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- this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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- this.materialInitialSpectrum.depthTest = false;
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-
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- // 4 - Phases used to animate heightmap
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- var phaseShader = THREE.ShaderLib["ocean_phase"];
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- var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
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- this.materialPhase = new THREE.ShaderMaterial({
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- uniforms: phaseUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader: phaseShader.fragmentShader
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- });
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- this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
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- this.materialPhase.depthTest = false;
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-
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- // 5 - Shader used to update spectrum
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- var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
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- var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
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- this.materialSpectrum = new THREE.ShaderMaterial({
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- uniforms: spectrumUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader: spectrumShader.fragmentShader
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- });
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- this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
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- this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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- this.materialSpectrum.depthTest = false;
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+ //this.fullscreenVertexBuffer = this.renderer.context.createBuffer();
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+
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+ // Enable necessary extensions
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+ this.renderer.context.getExtension('OES_texture_float');
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+ this.renderer.context.getExtension('OES_texture_float_linear');
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+
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+ // Assign optional parameters as variables and object properties
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+ function optionalParameter(value, defaultValue) {
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+ return value !== undefined ? value : defaultValue;
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+ };
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+ options = options || {};
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+ this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
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+ this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
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+ this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
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+ this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
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+ this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
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+ this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
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+ this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
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+ this.exposure = optionalParameter(options.EXPOSURE, 0.35);
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+ this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
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+ this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
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+ this.resolution = optionalParameter(options.RESOLUTION, 64);
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+ this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
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+ this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
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+ this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
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+ this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
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+ this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
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+
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+ //
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+ this.matrixNeedsUpdate = false;
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+
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+ // Setup framebuffer pipeline
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+ var LinearClampParams = {
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+ minFilter: THREE.LinearFilter,
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+ magFilter: THREE.LinearFilter,
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+ wrapS: THREE.ClampToEdgeWrapping,
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+ wrapT: THREE.ClampToEdgeWrapping,
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+ format: THREE.RGBAFormat,
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+ stencilBuffer: false,
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+ depthBuffer: false,
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+ premultiplyAlpha: false,
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+ type: THREE.FloatType
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+ };
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+ var NearestClampParams = {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ wrapS: THREE.ClampToEdgeWrapping,
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+ wrapT: THREE.ClampToEdgeWrapping,
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+ format: THREE.RGBAFormat,
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+ stencilBuffer: false,
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+ depthBuffer: false,
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+ premultiplyAlpha:false,
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+ type: THREE.FloatType
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+ };
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+ var NearestRepeatParams = {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ wrapS: THREE.RepeatWrapping,
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+ wrapT: THREE.RepeatWrapping,
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+ format: THREE.RGBAFormat,
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+ stencilBuffer: false,
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+ depthBuffer: false,
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+ premultiplyAlpha: false,
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+ type: THREE.FloatType
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+ };
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+ this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
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+ this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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+ this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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+ this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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+ this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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+ this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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+ this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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+ this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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+
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+ // Define shaders and constant uniforms
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+ ////////////////////////////////////////
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+
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+ // 0 - The vertex shader used in all of the simulation steps
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+ var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
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+
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+ // 1 - Horizontal wave vertices used for FFT
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+ var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
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+ var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
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+ this.materialOceanHorizontal = new THREE.ShaderMaterial({
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+ uniforms: oceanHorizontalUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
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+ });
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+ this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
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+ this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
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+ this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
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+ this.materialOceanHorizontal.depthTest = false;
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+
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+ // 2 - Vertical wave vertices used for FFT
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+ var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
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+ var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
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+ this.materialOceanVertical = new THREE.ShaderMaterial({
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+ uniforms: oceanVerticalUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader: oceanVerticalShader.fragmentShader
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+ });
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+ this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
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+ this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
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+ this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
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+ this.materialOceanVertical.depthTest = false;
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+
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+ // 3 - Initial spectrum used to generate height map
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+ var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
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+ var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
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+ this.materialInitialSpectrum = new THREE.ShaderMaterial({
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+ uniforms: initialSpectrumUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader:initialSpectrumShader.fragmentShader
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+ });
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+ this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: null };
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+ this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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+ this.materialInitialSpectrum.depthTest = false;
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+
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+ // 4 - Phases used to animate heightmap
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+ var phaseShader = THREE.ShaderLib["ocean_phase"];
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+ var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
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+ this.materialPhase = new THREE.ShaderMaterial({
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+ uniforms: phaseUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader: phaseShader.fragmentShader
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+ });
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+ this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
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+ this.materialPhase.depthTest = false;
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+
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+ // 5 - Shader used to update spectrum
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+ var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
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+ var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
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+ this.materialSpectrum = new THREE.ShaderMaterial({
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+ uniforms: spectrumUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader: spectrumShader.fragmentShader
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+ });
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+ this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
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+ this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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+ this.materialSpectrum.depthTest = false;
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- // 6 - Shader used to update spectrum normals
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- var normalShader = THREE.ShaderLib["ocean_normals"];
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- var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
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- this.materialNormal = new THREE.ShaderMaterial({
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- uniforms: normalUniforms,
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- vertexShader: fullscreeenVertexShader.vertexShader,
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- fragmentShader: normalShader.fragmentShader
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- });
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- this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
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- this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
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- this.materialNormal.depthTest = false;
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+ // 6 - Shader used to update spectrum normals
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+ var normalShader = THREE.ShaderLib["ocean_normals"];
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+ var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
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+ this.materialNormal = new THREE.ShaderMaterial({
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+ uniforms: normalUniforms,
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+ vertexShader: fullscreeenVertexShader.vertexShader,
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+ fragmentShader: normalShader.fragmentShader
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+ });
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+ this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
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+ this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
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+ this.materialNormal.depthTest = false;
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- // 7 - Shader used to update normals
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- var oceanShader = THREE.ShaderLib["ocean_main"];
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- var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
|
|
|
- var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
|
|
|
- this.materialOcean = new THREE.ShaderMaterial({
|
|
|
- attributes: oceanAttributes,
|
|
|
- uniforms: oceanUniforms,
|
|
|
- vertexShader: oceanShader.vertexShader,
|
|
|
- fragmentShader: oceanShader.fragmentShader
|
|
|
- });
|
|
|
- // this.materialOcean.wireframe = true;
|
|
|
- this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
|
|
|
- this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
|
|
|
- this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
|
|
|
- this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
|
|
|
- this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
|
|
|
- this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3(this.sunDirectionX,this.sunDirectionY,this.sunDirectionZ )};
|
|
|
- this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
|
|
|
+ // 7 - Shader used to update normals
|
|
|
+ var oceanShader = THREE.ShaderLib["ocean_main"];
|
|
|
+ var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
|
|
|
+ var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
|
|
|
+ this.materialOcean = new THREE.ShaderMaterial({
|
|
|
+ attributes: oceanAttributes,
|
|
|
+ uniforms: oceanUniforms,
|
|
|
+ vertexShader: oceanShader.vertexShader,
|
|
|
+ fragmentShader: oceanShader.fragmentShader
|
|
|
+ });
|
|
|
+ // this.materialOcean.wireframe = true;
|
|
|
+ this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
|
|
|
+ this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
|
|
|
+ this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
|
|
|
+ this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
|
|
|
+ this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
|
|
|
+ this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3(this.sunDirectionX,this.sunDirectionY,this.sunDirectionZ )};
|
|
|
+ this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
|
|
|
|
|
|
- // Disable blending to prevent default premultiplied alpha values
|
|
|
- this.materialOceanHorizontal.blending = 0;
|
|
|
- this.materialOceanVertical.blending = 0;
|
|
|
- this.materialInitialSpectrum.blending = 0;
|
|
|
- this.materialPhase.blending = 0;
|
|
|
- this.materialSpectrum.blending = 0;
|
|
|
- this.materialNormal.blending = 0;
|
|
|
- this.materialOcean.blending = 0;
|
|
|
+ // Disable blending to prevent default premultiplied alpha values
|
|
|
+ this.materialOceanHorizontal.blending = 0;
|
|
|
+ this.materialOceanVertical.blending = 0;
|
|
|
+ this.materialInitialSpectrum.blending = 0;
|
|
|
+ this.materialPhase.blending = 0;
|
|
|
+ this.materialSpectrum.blending = 0;
|
|
|
+ this.materialNormal.blending = 0;
|
|
|
+ this.materialOcean.blending = 0;
|
|
|
|
|
|
- // Seed the simulation
|
|
|
- var screenGeo = new THREE.PlaneGeometry(2, 2);
|
|
|
- screenGeo.buffersNeedUpdate = true;
|
|
|
+ // Seed the simulation
|
|
|
+ var screenGeo = new THREE.PlaneGeometry(2, 2);
|
|
|
+ screenGeo.buffersNeedUpdate = true;
|
|
|
|
|
|
- // Create the simulation plane
|
|
|
- this.screenQuad = new THREE.Mesh(screenGeo);
|
|
|
- this.scene.add(this.screenQuad);
|
|
|
+ // Create the simulation plane
|
|
|
+ this.screenQuad = new THREE.Mesh(screenGeo);
|
|
|
+ this.scene.add(this.screenQuad);
|
|
|
|
|
|
- // Initialise spectrum data
|
|
|
- this.generateSeedPhaseTexture();
|
|
|
+ // Initialise spectrum data
|
|
|
+ this.generateSeedPhaseTexture();
|
|
|
|
|
|
- // Generate the ocean mesh
|
|
|
- this.generateMesh();
|
|
|
+ // Generate the ocean mesh
|
|
|
+ this.generateMesh();
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.generateMesh = function () {
|
|
|
|
|
|
- var geometry = new THREE.PlaneGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
|
|
|
+ var geometry = new THREE.PlaneGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
|
|
|
|
|
|
- geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
|
|
|
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
|
|
|
|
|
|
- this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
|
|
|
+ this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.render = function () {
|
|
|
- this.scene.overrideMaterial = null;
|
|
|
-
|
|
|
- if (this.changed)
|
|
|
- this.renderInitialSpectrum();
|
|
|
-
|
|
|
- this.renderWavePhase();
|
|
|
- this.renderSpectrum();
|
|
|
- this.renderSpectrumFFT();
|
|
|
- this.renderNormalMap();
|
|
|
- this.scene.overrideMaterial = null;
|
|
|
+ this.scene.overrideMaterial = null;
|
|
|
+
|
|
|
+ if (this.changed)
|
|
|
+ this.renderInitialSpectrum();
|
|
|
+
|
|
|
+ this.renderWavePhase();
|
|
|
+ this.renderSpectrum();
|
|
|
+ this.renderSpectrumFFT();
|
|
|
+ this.renderNormalMap();
|
|
|
+ this.scene.overrideMaterial = null;
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
|
|
|
- // Setup the seed texture
|
|
|
- this.pingPhase = true;
|
|
|
- var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
|
|
|
- for (var i = 0; i < this.resolution; i++) {
|
|
|
- for (var j = 0; j < this.resolution; j++) {
|
|
|
- phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
|
|
|
- phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
|
|
|
- phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
|
|
|
- phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
|
|
|
- this.pingPhaseTexture.minFilter = THREE.NearestFilter;
|
|
|
- this.pingPhaseTexture.magFilter = THREE.NearestFilter;
|
|
|
- this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
|
|
|
- this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
|
|
|
- this.pingPhaseTexture.type = THREE.FloatType;
|
|
|
- this.pingPhaseTexture.needsUpdate = true;
|
|
|
+ // Setup the seed texture
|
|
|
+ this.pingPhase = true;
|
|
|
+ var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
|
|
|
+ for (var i = 0; i < this.resolution; i++) {
|
|
|
+ for (var j = 0; j < this.resolution; j++) {
|
|
|
+ phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
|
|
|
+ phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
|
|
|
+ phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
|
|
|
+ phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
|
|
|
+ this.pingPhaseTexture.minFilter = THREE.NearestFilter;
|
|
|
+ this.pingPhaseTexture.magFilter = THREE.NearestFilter;
|
|
|
+ this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
|
|
|
+ this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
|
|
|
+ this.pingPhaseTexture.type = THREE.FloatType;
|
|
|
+ this.pingPhaseTexture.needsUpdate = true;
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.renderInitialSpectrum = function () {
|
|
|
- this.scene.overrideMaterial = this.materialInitialSpectrum;
|
|
|
- this.materialInitialSpectrum.uniforms.u_wind.value = new THREE.Vector2(this.windX, this.windY);
|
|
|
- this.materialInitialSpectrum.uniforms.u_size.value = this.size;
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
|
|
|
+ this.scene.overrideMaterial = this.materialInitialSpectrum;
|
|
|
+ this.materialInitialSpectrum.uniforms.u_wind.value = new THREE.Vector2(this.windX, this.windY);
|
|
|
+ this.materialInitialSpectrum.uniforms.u_size.value = this.size;
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.renderWavePhase = function () {
|
|
|
- this.scene.overrideMaterial = this.materialPhase;
|
|
|
- this.screenQuad.material = this.materialPhase;
|
|
|
- if (this.initial) {
|
|
|
- this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
|
|
|
- this.initial = false;
|
|
|
- }else {
|
|
|
- this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
|
|
|
- }
|
|
|
- this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
|
|
|
- this.materialPhase.uniforms.u_size.value = this.size;
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
|
|
|
- this.pingPhase = !this.pingPhase;
|
|
|
+ this.scene.overrideMaterial = this.materialPhase;
|
|
|
+ this.screenQuad.material = this.materialPhase;
|
|
|
+ if (this.initial) {
|
|
|
+ this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
|
|
|
+ this.initial = false;
|
|
|
+ }else {
|
|
|
+ this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
|
|
|
+ }
|
|
|
+ this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
|
|
|
+ this.materialPhase.uniforms.u_size.value = this.size;
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
|
|
|
+ this.pingPhase = !this.pingPhase;
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.renderSpectrum = function () {
|
|
|
- this.scene.overrideMaterial = this.materialSpectrum;
|
|
|
- this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
|
|
|
- this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
|
|
|
- this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
|
|
|
- this.materialSpectrum.uniforms.u_size.value = this.size ;
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
|
|
|
+ this.scene.overrideMaterial = this.materialSpectrum;
|
|
|
+ this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
|
|
|
+ this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
|
|
|
+ this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
|
|
|
+ this.materialSpectrum.uniforms.u_size.value = this.size ;
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.renderSpectrumFFT = function() {
|
|
|
- //GPU FFT using Stockham formulation
|
|
|
- var iterations = this.log2(this.resolution);
|
|
|
-
|
|
|
- this.scene.overrideMaterial = this.materialOceanHorizontal;
|
|
|
- var i;
|
|
|
- for (i = 0; i < iterations; i++) {
|
|
|
- if (i === 0) {
|
|
|
- this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
|
|
|
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
- }
|
|
|
- else if (i % 2 === 1) {
|
|
|
- this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
|
|
|
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
|
|
|
- }
|
|
|
- else {
|
|
|
- this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
|
|
|
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
- }
|
|
|
- }
|
|
|
- this.scene.overrideMaterial = this.materialOceanVertical;
|
|
|
- for (i = iterations; i < iterations*2; i++) {
|
|
|
- if (i === iterations * 2 - 1) {
|
|
|
- this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
|
|
|
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
|
|
|
- }
|
|
|
- else if (i % 2 === 1) {
|
|
|
- this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
|
|
|
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
|
|
|
- }
|
|
|
- else {
|
|
|
- this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
|
|
|
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
- }
|
|
|
- }
|
|
|
+ //GPU FFT using Stockham formulation
|
|
|
+ var iterations = this.log2(this.resolution);
|
|
|
+
|
|
|
+ this.scene.overrideMaterial = this.materialOceanHorizontal;
|
|
|
+ var i;
|
|
|
+ for (i = 0; i < iterations; i++) {
|
|
|
+ if (i === 0) {
|
|
|
+ this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
|
|
|
+ this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
+ }
|
|
|
+ else if (i % 2 === 1) {
|
|
|
+ this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
|
|
|
+ this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
|
|
|
+ this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.scene.overrideMaterial = this.materialOceanVertical;
|
|
|
+ for (i = iterations; i < iterations*2; i++) {
|
|
|
+ if (i === iterations * 2 - 1) {
|
|
|
+ this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
|
|
|
+ this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
|
|
|
+ }
|
|
|
+ else if (i % 2 === 1) {
|
|
|
+ this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
|
|
|
+ this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
|
|
|
+ this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
|
|
|
+ }
|
|
|
+ }
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.renderNormalMap = function () {
|
|
|
- this.scene.overrideMaterial = this.materialNormal;
|
|
|
- if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
|
|
|
- this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
|
|
|
- this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
|
|
|
+ this.scene.overrideMaterial = this.materialNormal;
|
|
|
+ if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
|
|
|
+ this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
|
|
|
+ this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
|
|
|
};
|
|
|
|
|
|
THREE.Ocean.prototype.helpers = function () {
|
|
|
- this.log2 = function (number) {
|
|
|
- return Math.log(number) / Math.log(2);
|
|
|
- };
|
|
|
+ this.log2 = function (number) {
|
|
|
+ return Math.log(number) / Math.log(2);
|
|
|
+ };
|
|
|
};
|